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Name : Helen Wright
Race : Caucasian
Age : 15
Sex : F
History : Only child of Abe Wright and Sophie Wright(Maiden name brown, a minor NERV employee) both deceased in what has been determined a murder suicide when she was age 9. She was the first to discover the scene and went about continuing to go to school for at least a week before a teacher suspected neglect and Child services was sent to investigate. It is unknown if there was any abuse in the household before the incident but it is assumed. General trouble in adjusting to any foster care home she was assigned to. Has a history of getting into fights, breaking curfew, shoplifting, and trespassing.

Vitals

name

at

max

Wounds

10

10

EGO

100

100

Fate

2

2

Insanity

14

100

Fatigue Level

none

Attribute

Name

Rating

Bonus

Weapon Skill

28-3 (25)

2

Ballistic Skill

31

3

Strength

26

2

Toughness

29

2

Agility

31

3

Intelligence

31+5

3

Perception

31

3

Willpower

34

3

Fellowship

33

3

Synch Ratio

63+5

6

Skills

Name

Status

Rating

Bonus

governing attribute

Awareness

Basic

15

+0

Perception

Barter

Basic

?

+0

?

Charm

Trained

33

+0

Fellowship

Carouse

Basic

?

+0

?

Climb

Basic

?

+0

?

Concealment

Basic

15

+0

Agility?

Contortionist

Basic

15

+0

Agility?

Dodge

Basic

15

+0

Agility

Deceive

Trained

33

+0

Fellowship

Disguise

Basic

?

+0

?

Evaluate

Basic

15

+0

Perception

Gamble

Basic

?

+0

?

Inquiry

Basic

33

+0

Fellowship

Intimidate

Basic

?

+0

?

Speak language (English)

Trained

30

+0

Intelligence

Literacy

Trained

30

+0

intelligence

Logic

Basic

15

+ 0

Intelligence

Lore (Pop)

Trained

36

+0

intelligence

Lore (Local)

Trained

36

+0

intelligence

Scrutiny

Basic

?

+0

Intelligence

Search

Basic

14

+0

Perception?

Silent Move

Basic

15

+0

Agility?

Swim

Basic

?

+0

?

Background

Positive traits

A10 sensitive

+5 synch ratio

Synch Flux

Whenever you roll for Synch Disruption, roll an extra 1d10. Unlike the normal Synch Disruption, you may choose whether this 1d10 in specific is positive or negative, and apply it to your Synch Ratio at the same time as the normal Synch Disruption.

Negative traits

Slow learner

It cost double points for weapon proficiency

Untrained Eye

You lack the combat training of your fellow Pilots, and miss openings in the enemy’s defense that are obvious to them. Take a -3 to either WS or BS. (WS taken)

Path

A.T. TECHNICIAN

A.T. MAGICIAN

Creation

Talent Name

Cost

Effect

Skill proficiency (Charm)

N/A

Proficient in Charm

Skill proficiency (Inqueiry)

N/A

Proficient in inquiry

Melee Weapon Training(general)

N/A

Proficient in general melee weapons

A.T. Power(Deflective Field)

N/A

Access to A.T.Power Deflective Field

A.T. Power(Neutralize)

N/A

Access to A.T. Power Neutralize

Biological Upgrade

N/A

one BU point

Troublemaker

200

See troublemaker Asset

Thrill Seeker

100

See Thrill Seeker Asset

Intelligence (simple)

100

+5 intelligence

Biological Upgrade

200

one BU point

A.T. Power (AT push)

100

Gain A.T. Power (AT Push)

A.T. Power (AT Wave)

100 EXP

Gain A.T. Power (AT Push)

Basic Weapon Training (General)

400 EXP

No penalties taken for basic weapons

Time management (BS) 1 of 3

N/A

Allows raising of stats when number of successes is equal to the attribute Bonus

Name: Deflective Field
Type: Spread Pattern
Action: Full/Half
ATP Cost: N/A
Effect : You activate your A.T. Field and keep it in passive mode. While not a complex use of it, when in this passive mode your A.T. Field is primed to respond to the quickest of thoughts and automatically has a 10% per available ATS chance to deflect an incoming attack. Deflecting an attack requires no action, and can be used multiple times in a round. However, in an situation where you choose to attempt to deflect with your AT Field, you forfeit the chance to dodge or parry that attack should the deflection fail.

Name: A.T. Power(Push)
Type: Utility
Action: 1 reaction
ATP Cost: 2
Effect: Designate one small object within 20 dm of you. That object flies away from you at a speed of 20 dm per round.

When using this power to throw a weapon against a target you may test SR instead of BS if it is higher and the object counts as an improvised weapon thrown with a strength bonus of 1. An actual melee weapon thrown this way uses its own damage profile as well as receiving the Strength bonus.

This power automatically fails if attempted on a target with an active A.T Field. When
used to move and damage an Evangelion scale object, treat it as if it had taken falling
damage.

Augmentation: For every ATP spent on this power, your maximum range increases by 20 dm and for every 2 ATP the Strength bonus of thrown weapons increases by 1.

Name: A.T. Power(wave)
Type: Utility
Action: 1 half
ATP Cost: 5
Effect: You focus your A.T. Field to create a single plane of force that you send out to slice through all targets in an arc. Roll a ballistic skill test against all targets with a 40 dm cone, dealing a flat 10 rending damage with a penetration of 2 on all hits. This
counts as a small area of effect attack.

Special: On 4 or more degrees of success onthe Ballistic Skill test, this attack incurs no Collateral Damage despite being an area effect.

Augmentation: For every extra ATP spent on this power, the damage and penetration increase by 1.

Name: A.T. Power(Barrier Field)
Type: Spread pattern
Action: Half or Full Spread, Maintain Half.
ATP Cost: None
Effect: You spread your A.T. Field into a solid plane of force in front of you, an invisible shield that has a diameter of 10 dm per ATS of your Barrier Field. This shield has a Deflection of 15% per ATS (see Deflective Field for rules on Deflection), however it only affects attacks coming from in front of the Evangelion (or possibly above the Evangelion should the pilot wish to block an aerial attack). The second is that as long as your ATS is 1 or higher, no creature approaching from that direction can come within 10 dm of you and may not attack you with a melee weapon (unless that attack has AT Penetration, which must still resolve as normal). In addition, maintaining the barrier takes much of your power, and your available ATP per round is halved. Despite this, your ATS is treated as normal for all relevant effects (such as Positron weapons or thermodynamic control). Anything close enough to the center of the shield to be behind it receives similar protection.

Assets

Name

Value

Effect

Troublemaker

200

Raised without proper discipline, you spent you younger years constantly getting in trouble. And you got good at it. Troublemakers gain the following: Street Skill: Become trained in any two of the following: Concealment, Deceive, Gamble, Silent Move or Sleight of Hand. Trouble with Authority: Anyone in a position of apparent authority over your character takes a -20 to their Command or Charm skill tests to coerce you in any way. Intimidate works just fine, though.(Deceive and slight of hand taken)

Thrill Seeker

100

Your character is undaunted in the face of danger and the unknown. Whenever you spend a Fate Point in situations where you are outmatched or performing some dangerous feat of exceptional bravery, roll a d10. On a roll of 9, the fate point is not spent. This applies to conditional Fate Points as well.

Tallents

Name

Value

Effect

Quick spread

100

You may now Spread your A.T. Field as a free action, but this only grants you an ATS equal to your Willpower Bonus (with a corresponding number of ATP). To fully Spread your A.T. Field you need only spend a half action, at which point you may use a number of ATP equal to your full ATS. The activation times of all other powers remain unaffected.

Drawbacks

Name

Value

Effect

Dependent

200

Your sense of self worth is overly influenced by the opinions of others. Choose one person. If their opinion of you is ever negative, take a -10 to all rolls for 1d5 hours and choose a new person to become dependent on.

Damaged Goods

100

Your character has suffered some sort of massive trauma in the past and never fully recovered. Begin play with 1d5+5 insanity points. ((11))

Short Fuse

100

Your Character has a hard time controlling himself when he gets angry. When confronted or otherwise stressed and agitated, you must pass a Willpower test or fly into a rage either yelling at the source of your anger or trashing the surrounding environment. Punching someone in the face might also be appropriate, if ill advised.

Designations and Design

Line

Test type: Apostle

Number

01

Primary color

Bright Black

Secondary color

Dark Blue

Statistics

Skill

Rating

Bonus

WS

15+25 (40)

4

BS

15+31 (46)

4

S

30 (30)

3

T

30+3+10 (43)

4

AG

0+31 (31)

3

Body

name

armor current

armor max

wounds current

wounds max

Head

2 + 4(TB)

2

4

4

R.ARM

2 + 4(TB)

2

6

6

L.ARM

2 + 4(TB)

2

6

6

BODY

4 + 4(TB)

4

11

11

R.LEG

2 + 4(TB)

2

6

6

L.LEG

2 + 4(TB)

2

-12

6

Unique traits

Soul

Angelic

The Eva's AT field pattern reads as Blue. Berserk Evas treat such an Eva as an Angel, and attack it whenever possible. While it’s Synch Ratio with its pilot is 1d5 less, it paradoxically has an ATS of 1 higher than normal. (2)

Mutation

Photosynthetic

The Evangelion takes in sunlight and converts it to energy, though all analysis seems to indicate a lack of chlorophyll. When fighting in appropriate levels of sunlight, the Eva’s operational time is 1 round longer.

Construction

Stabilizers

The Evangelion gains the “Sturdy” Trait.

History

Haunted

The rumor is that the first person to try piloting the Eva was absorbed into it. The pilot can always feel something watching them, giving them a -20 penalty to Perception Tests in the plug. However, when the Evangelion goes Berserk, it is 30% less likely to attack another Evangelion.